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Everything posted by HighOnTek
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Been using nexuscheatradar now for the last couple weeks, have had few discussions with the author / developer and he's a chill dude, knows his stuff and has put a lot of time and effort into providing the community a cost efficient, up-to-date anti-cheat solution that doesn't cost an arm & leg, or focused on residual payments like some of the other so called premiums. This anti-cheat covers a lot for the money paid, it truly does ... and has only gotten better the last couple weeks. He listens, he's engaged, he takes feedback, and actually spends time trying to implement them if they make sense. I went from running a combination of anti-cheat options that covered everything I wanted, down to a single plugin. It does not appear to be a resource hog, I haven't had any issues with performance. I ran it on a 2-3 of my servers, and will be rolling it out now on the remaining servers this week with confidence. I am honored to leave you your first review @WinterChild84 aka Nexus84, I hope others opt to giving this a chance as well... you did good man, and I appreciate your continued support in providing a solid, affordable solution in the Rust Community.
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@The_KiiiingI was able to replicate the issue as well, once you complete the Large Oil Red card, after killing all the scientists of course... few GHOST NPC / scientists spawn. They don't do anything, but they're unkillable. The issue I think appears to be caused by the plugin interfering with the normal death process of the newer oil rig scientist NPCs introduced in recent Rust updates. When these scientists die, the plugin’s loot-handling logic partially bypasses Rust’s built-in cleanup and death sequence, which leaves the game thinking the NPC is dead while parts of the entity are still active. When the oil rig tries to repopulate scientists afterward, this mismatch creates “ghost” scientists that look normal but do not take damage. The fix is to stop the plugin from overriding the death handling for oil rig scientists and instead let Rust handle their death and cleanup normally while the plugin should only modify the loot afterward. This preserves the game’s internal NPC state and prevents the unkillable respawn issue. I applied the below, seems to have resolved the issue for me. Will leave it to you though to vet how effective this is... as its your plugin. ################ #CODE EDIT 1 ################ [Hook] object OnCorpseApplyLoot2(ScientistNPC2 npc2, LootableCorpse corpse, State_Dead stateInstance) { if (!CanPopulateCorpseHook(corpse)) { return null; } var config = manager.GetConfig(npc2); if (config == null || !config.Enabled) { return null; } if (config.Id.Key == "npc_oilrig" || config.Id.Key == "npc_oilrig_large") { return null; } LootManager.PopulateCorpse2(corpse, config, stateInstance); return true; } ################ #CODE EDIT 2 ################ public static bool Hook(State_Dead instance, BaseEntity owner, LootableCorpse corpse) { // true = skip, false = continue if (owner is ScientistNPC2 npc && corpse != null && Instance != null) { var config = Instance.manager?.GetConfig(npc); if (config != null && (config.Id.Key == "npc_oilrig" || config.Id.Key == "npc_oilrig_large")) { return false; } return Instance.OnCorpseApplyLoot2(npc, corpse, instance) != null; } return false; }
- 1,146 comments
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- #loot
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yeah I would agree Steam API key validation is a lower priority for sure, I should have really double checked it so that's on me 100%. lol Would the attached work for you? Nexus Steam API key validation Code.cs
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Just a heads up, I used another Steam API key and it works now, so that was definitely the issue. Bad or Incorrect API maybe ... that being said, for future versions might be worthwhile showing a console error if it doesn't like the API ... or something. Probably super low odds of it happening to anyone else, as I'm always the lucky one for the one offs... but still be pro-active approach to save you a support ticket or two like this one. lol Thanks I will test this plugin and let you know how it goes. If all works out good, be more than happy to leave you your first review and recommendation.
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I will try again tomorrow, with a different API Key, its possible I made error with it. I did have one, but I pulled from notes... not from Steam so, could be on me. I'll let you know how it goes tomorrow.
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The profile is public, its a test account... I double checked the steam profile just to be sure.
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Also, unrelated ... but you should consider changing the below; if (e.DaysSinceLastBan > 0 && e.DaysSinceLastBan <= config.Steam.WarnIfLastBanWithinDays) { risk += 20; reasons.Add("recent ban"); } To something like... int totalBans = e.VacBans + e.GameBans; if (totalBans > 0 && e.DaysSinceLastBan >= 0 && e.DaysSinceLastBan <= config.Steam.WarnIfLastBanWithinDays) { risk += 20; reasons.Add("recent ban"); } Right now, a same-day ban (DaysSinceLastBan = 0) is ignored. With the change same-day bans count as recent, but only when there is at least one VAC or game ban. This should eliminate false positives on clean accounts with 0 / 0.
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I've noticed that the Join Intelligence is only giving me (Partial Steam Data) ... I see player name, player SteamID but does not pull account age, profile, or Steam Summary.
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- 1,146 comments
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- #loot
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- 1,146 comments
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- #loot
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- 55 comments
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- #custom map
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- 1 comment
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- #rust custom map
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I've a feeling I know what he did ... he probably gave this perm --> Skinner.permskintry - enables try feature when using /Skinrequests Warning: trying a skin will make a copy of that item. Only give this perm to admins who are allowed to spawn items. Which has a warning, that it will duplicate an item. Should be for Admin use as it will essentially spawn an item from what I understand. I did not give this to myself in my TEST environment when testing so no wonder I couldn't duplicate an item. lol Least without him answering, this is what I suspect is going on for him.
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Very true. Lots of players though don't hang out in these sites, and I would like to think all admins and owners who utilize this plugin aren't about to mass spread an exploit that could be used on their own servers. That being said, I am trying to weight my options right now... I am currently using Skin Controller, thinking about going back to Skinner but don't want to introduce an exploit that could be used on my servers to upset the balance.
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- 1,146 comments
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- #loot
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- 1,146 comments
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- #loot
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The conflict is with the premium version of noescape you're using ... that dev (Khan) stating his plugin works with Raid Protection is a one sided argument... and its only a description. It could have very well worked last month, but not this month. Know what I mean? I would reach out to Khan ({No Escape), he's pretty good at updates.. usually on top of it... because Mr01Sam updated this plugin (Raid Protection) a couple times, not too long ago... during those updates he may have made changes that broke the other DEVS API integration with this plugin. Some Devs provide API's to use for better integration, its up to the OTHER devs that want to have compatibility with another plugin to ensure they're using the provided API's properly, and of course checking for updates themselves when needed. But I doubt they check every plugin they have compatibility with until its brought to their attention. So hit up Khan in a support ticket, of your own ... don't piggy back off that other guys ticket I see for the same issue in that support channel... because he's not going to get help if he can't articulate the problem properly. There are 2 Raid Protection plugins, there is a free one on Umod, and there is a paid one here on codefling. You need to specify that you're using the NEW raid protection, the one from codefling and not umod. It's very possible his plugin works or dit work with the umod version, and not the codefling version. But he may be able to fix ... as the old raid protection version on umod isn't even being supported anymore I think, pretty sure Mr01sam only focuses on this premium version now for updates. Hope that made sense. lol
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@AminoFeature Request: Would it be possible to add global chat command so Temp VIP could be assigned to someone in-game? Example: GLOBAL CHAT: /tempvip 24 VIP Trial Which would be <hours> and <reason> With maybe a config option to enable or disable global server notification if they don't want to announce, or do want to announce to show others players temporary vip is something the server admins or moderators can give out.
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- 299 comments
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This doesn't look like the NoEscape config from umod, is this a different version? Also when you're pasting code or configs you can use the </> CODE button so it wraps it up nicely and doesn't go all long like this. If you unload NoEscape then your raidprotection works just fine? Also, for your Raid Protection if you're using CLANS (or CLANS RELOAD) plugin you may want to set the integration in your config to true.
- 299 comments
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- 299 comments
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- 299 comments
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- #protection
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